--- /dev/null
+The Irrlicht engine version 1.9
+===============================
+
+This is a fork of the Irrlicht engine by the [Minetest](https://github.com/minetest) developers that contains features, customizations and fixes specifically for use in Minetest.
+
+Build
+-----
+
+The build system is CMake.
+
+The following libraries are required to be installed:
+* zlib, libPNG, libJPEG
+* OpenGL
+ * or on mobile: OpenGL ES (can be optionally enabled on desktop too)
+* on Unix: X11
+
+Aside from standard search options (`ZLIB_INCLUDE_DIR`, `ZLIB_LIBRARY`, ...) the following options are available:
+* `BUILD_SHARED_LIBS` (default: `ON`) - Build Irrlicht as a shared library
+
+e.g. on a Linux system you might want to build for local use like this:
+
+ git clone https://github.com/minetest/irrlicht
+ cmake . -DBUILD_SHARED_LIBS=OFF
+ make -j$(nproc)
+
+Platforms
+---------
+
+We aim to support these platforms:
+* Windows via MinGW
+* Linux (GL or GLES)
+* macOS
+* Android
+
+This doesn't mean other platforms don't work or won't be supported, if you find something that doesn't work contributions are welcome.
+
+License
+-------
+
+The license of the Irrlicht Engine is based on the zlib/libpng license and applies to this fork, too.
+
+ The Irrlicht Engine License
+ ===========================
+
+ Copyright (C) 2002-2012 Nikolaus Gebhardt
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgement in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be clearly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
--- /dev/null
+==========================================================================\r
+The Irrlicht Engine SDK version 1.9\r
+==========================================================================\r
+\r
+ Welcome to the Irrlicht Engine SDK.\r
+\r
+ Content of this file:\r
+\r
+ 1. Directory Structure Overview\r
+ 2. How To Start\r
+ 3. Requirements\r
+ 4. Release Notes\r
+ 5. License\r
+ 6. Contact\r
+\r
+\r
+==========================================================================\r
+1. Directory Structure Overview\r
+==========================================================================\r
+\r
+ You will find some directories after uncompressing the archive of the\r
+ SDK. These are:\r
+\r
+ \bin The compiled library Irrlicht.DLL and some compiled demo\r
+ and example applications, just start them to see the\r
+ Irrlicht Engine in action. Windows only.\r
+ \doc Documentation of the Irrlicht Engine.\r
+ \examples Examples and tutorials showing how to use the engine with\r
+ C++.\r
+ \include Header files to include when programming with the engine.\r
+ \lib Libs to link with your programs when using the engine.\r
+ \media Graphics and sound resources for the demo applications and\r
+ examples.\r
+ \source The source code of the Irrlicht Engine. This code is\r
+ not needed to develop applications with the engine,\r
+ but it is included to enable recompilation and\r
+ debugging, if necessary.\r
+ \tools Useful tools (with sourcecode) for the engine.\r
+\r
+\r
+\r
+==========================================================================\r
+2. How to start\r
+==========================================================================\r
+\r
+ To see the engine in action in Windows, just go to the \bin\Win32-VisualStudio\r
+ directory, and start some applications. There should also be an\r
+ application named Demo.exe which should show the most\r
+ interesting features of Irrlicht.\r
+\r
+ To start developing own applications and games with the engine take\r
+ a look at the 01.HelloWorld example in the \examples directory.\r
+ There is also a .html file with a tutorial which should be\r
+ easily comprehensible.\r
+\r
+ The Irrlicht Engine is a static lib under linux. A precompiled version can be\r
+ generated from the sources using the Makefile in source/Irrlicht. Run 'make' in \r
+ that subfolder. After this you should be able to 'make' all\r
+ example applications in /examples by calling the buildAllExamples script. You \r
+ can run the examples then from the bin folder.\r
+\r
+ It is also possible to use Irrlicht as shared object\r
+ (libIrrlicht.so.versionNumber). Use the proper makefile target for this by\r
+ running 'make sharedlib' in the source folder. See the Makefile for details.\r
+\r
+ For OSX you can find an XCode project file in source/Irrlicht/MacOSX. This will\r
+ build the libIrrlicht.a library necessary to create the apps.\r
+\r
+==========================================================================\r
+3. Requirements\r
+==========================================================================\r
+\r
+ You can use one of the following compilers/IDEs to develop applications\r
+ with Irrlicht or recompile the engine. However, other compilers/IDEs may\r
+ work as well, we simply didn't test them.\r
+\r
+ * gcc 4.x\r
+ * Visual Studio 2010(10.0)-2013(12.0)\r
+ * Code::Blocks (& gcc or visual studio toolkit)\r
+ \r
+ If you ever want to (re)compile the engine yourself (which means you don't\r
+ want to use the precompiled version) you need the following:\r
+\r
+ * Windows:\r
+ * Needed: PlatformSDK (which usually comes with all IDEs, download\r
+ it separately for MSVC Express 2005)\r
+ * Optional: DirectX SDK, for D3D9 support\r
+ * Optional: DirectX SDK prior to May 2006, for D3D8 support\r
+\r
+ * Linux:\r
+ * Needed: XServer with include files\r
+ * Optional: OpenGL headers and libraries (libGL.so) for OpenGL support\r
+ GLX +\r
+ XF86VidMode [package x11proto-xf86vidmode-dev] or XRandr\r
+ (X11 support libraries, the latter two for fullscreen mode)\r
+\r
+ * OSX:\r
+ * Needed: XCode and Cocoa framework\r
+ * Needed: OpenGL headers and libraries\r
+\r
+==========================================================================\r
+4. Release Notes\r
+==========================================================================\r
+\r
+ Informations about changes in this new version of the engine can be\r
+ found in changes.txt.\r
+\r
+ Please note that the textures, 3D models and levels are copyright\r
+ by their authors and not covered by the Irrlicht engine license.\r
+\r
+==========================================================================\r
+5. License\r
+==========================================================================\r
+\r
+ The license of the Irrlicht Engine is based on the zlib/libpng license.\r
+ Even though this license does not require you to mention that you are\r
+ using the Irrlicht Engine in your product, an acknowledgement\r
+ would be highly appreciated.\r
+\r
+ Please note that the Irrlicht Engine is based in part on the work of\r
+ the Independent JPEG Group, the zlib, and libpng. This means that if you use\r
+ the Irrlicht Engine in your product, you must acknowledge somewhere\r
+ in your documentation that you've used the IJG code and libpng. It would\r
+ also be nice to mention that you use the Irrlicht Engine and the zlib.\r
+ See the README files in the jpeglib and the zlib for\r
+ further informations.\r
+\r
+\r
+ The Irrlicht Engine License\r
+ ===========================\r
+\r
+ Copyright (C) 2002-2012 Nikolaus Gebhardt\r
+\r
+ This software is provided 'as-is', without any express or implied\r
+ warranty. In no event will the authors be held liable for any damages\r
+ arising from the use of this software.\r
+\r
+ Permission is granted to anyone to use this software for any purpose,\r
+ including commercial applications, and to alter it and redistribute it\r
+ freely, subject to the following restrictions:\r
+\r
+ 1. The origin of this software must not be misrepresented; you must not\r
+ claim that you wrote the original software. If you use this software\r
+ in a product, an acknowledgement in the product documentation would be\r
+ appreciated but is not required.\r
+ 2. Altered source versions must be clearly marked as such, and must not be\r
+ misrepresented as being the original software.\r
+ 3. This notice may not be removed or altered from any source distribution.\r
+\r
+\r
+==========================================================================\r
+6. Contact\r
+==========================================================================\r
+\r
+ If you have problems, questions or suggestions, please visit the\r
+ official homepage of the Irrlicht Engine:\r
+\r
+ http://irrlicht.sourceforge.net\r
+\r
+ You will find forums, bugtrackers, patches, tutorials, and other stuff\r
+ which will help you out.\r
+\r
+ If want to contact the team of the engine, please send an email to\r
+ Nikolaus Gebhardt:\r
+\r
+ irrlicht@users.sourceforge.net\r
+\r
+ Please also not that parts of the engine have been written or contributed\r
+ by other people. Especially: (There are probably more people, sorry if I forgot one.\r
+ See http://irrlicht.sourceforge.net/author.html for more informations)\r
+\r
+ Christian Stehno (hybrid) Contribution Coordinator/Developer\r
+ Michael Zeilfelder (cutealien) Developer\r
+ Patryk Nadrowski (Nadro) Developer \r
+ Yoran Bosman (Yoran) Webserver administrator\r
+ Gareth Davidson (bitplane) Developer/ Forum admin\r
+ Thomas Alten (burningwater) Wrote the burningsvideo software rasterizer\r
+ Luke P. Hoschke (luke) Wrote the b3d loader, the new animation system, VBOs and other things\r
+ Colin MacDonald (rogerborg) All hands person\r
+ Ahmed Hilali (blindside) The shader and advanced effects man\r
+ Dean Wadsworth (varmint) OSX port maintainer and game developer\r
+ Alvaro F. Celis (afecelis) Lots of work in the community, for example video tutorials about Irrlicht, forum admin\r
+ John Goewert (Saigumi) Wrote some tutorials for the Irrlicht Engine and doing admin stuff\r
+ Jam Takes care of moderating the forums and keeps them clean from those evil spammers.\r
+\r
+ Many others (this list hasn't been updated in a while, but they are often mentioned in changes.txt)\r
+ Etienne Petitjean wrote the MacPort of the engine\r
+ Mark Jeacocke Wrote lots of helpful comments and ideas in the forums and per email.\r
+ Julio Gorgé Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine'\r
+ Andy Spurgeon Wrote the Dev-Cpp tutorial.\r
+ André Simon Wrote the Codewarrior tutorial.\r
+ KnightToFlight Created the unoffical terrain renderer addon for the Irrlicht Engine.\r
+ Jon Pry Wrote the code to load compressed TGA files.\r
+ Matthew Couch Wrote the tokamak integration tutorial.\r
+ Max Winkel Wrote the splitscreen tutorial.\r
+ Gorgon Zola Wrote the ODE integration tutorial.\r
+ Dean P. Macri Sent in code for curved surfaces and PCX Loading.\r
+ Sirshane Made several bug fixes, sent in code for making the mouse cursor invisible in Linux.\r
+ Matthias Gall Sent in code for a spline scene node animator and reported lots of bugs.\r
+ Mario Gruber Suggested triangle fan drawing and sent in code for this.\r
+ Ariaci Spotted out a bug in the ATI driver.\r
+ Dr Andros C Bragianos Improved texture mapping in cube scene node.\r
+ Philipp Dortmann Sent in code for stencil buffer support for OpenGL.\r
+ Jerome Nichols Created the Irrlicht/Ruby interface located at irr.rubyforge.org\r
+ Vash TheStampede Sent code for missing Draw2DLine() implementations\r
+ MattyBoy XBOX support suggestions\r
+ Oliver Klems createImageFromData() method suggestion/implementation\r
+ Jox really, really a lot of bug fixes, and the LMTS file loader\r
+ Zola Quaternion method additions\r
+ Tomasz Nowakowski various bug fixes\r
+ Nicholas Bray stencil shadow bug fixes with OpenGL\r
+ REAPER mouswheel events for scrollbar\r
+ Calimero various bug fixes like vector2d operators\r
+ Haddock bugfix in the linked list\r
+ G.o.D XML parser fix\r
+ Erik Zilli Translated some of the tutorials from my stuttering english into real english. :)\r
+ Martin Piskernig Linux bugfixing and testing\r
+ Soconne Wrote the original terrain renderer were Irrlichts terrain renderer of Irrlicht is based on it.\r
+ Spintz GeoMipMap scene node, terrain renderer of Irrlicht is based on it.\r
+ Murphy McCauley OCT file loader, MIM tools\r
+ Saurav Mohapatra IrrCSM, and lots of addons, suggestions and bug reports\r
+ Zhuck Dimitry My3D Tools\r
+ Terry Welsh Allowed me to use the textures of his 'Parallax Mapping with Offset Limiting' paper for the parallax demo of Irrlicht\r
+ rt Wrote the original .png loader for Irrlicht\r
+ Salvatore Russo Wrote the original .dmf loader for Irrlicht\r
+ Vox Various bug reports and fixes\r
+ atomice Contributed code for a ms3d loader enhancement\r
+ William Finlayson OpenGL RTT, GLSL support and the reflection 2 layer material for OpenGL.\r
+ Delight Various code contributions for Irrlicht.NET (particle system, basic shader support and more)\r
+ Michael Zoech Improved GLSL support\r
+ Jean-loup Gailly, Mark Adler Created the zlib and libpng\r
+ Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others Created libpng\r
+ The Independent JPEG Group Created JPEG lib\r
+ Dr Brian Gladman AES Created aesGladman\r
+ \r
+++ /dev/null
-==========================================================================\r
-The Irrlicht Engine SDK version 1.9\r
-==========================================================================\r
-\r
- Welcome to the Irrlicht Engine SDK.\r
-\r
- Content of this file:\r
-\r
- 1. Directory Structure Overview\r
- 2. How To Start\r
- 3. Requirements\r
- 4. Release Notes\r
- 5. License\r
- 6. Contact\r
-\r
-\r
-==========================================================================\r
-1. Directory Structure Overview\r
-==========================================================================\r
-\r
- You will find some directories after uncompressing the archive of the\r
- SDK. These are:\r
-\r
- \bin The compiled library Irrlicht.DLL and some compiled demo\r
- and example applications, just start them to see the\r
- Irrlicht Engine in action. Windows only.\r
- \doc Documentation of the Irrlicht Engine.\r
- \examples Examples and tutorials showing how to use the engine with\r
- C++.\r
- \include Header files to include when programming with the engine.\r
- \lib Libs to link with your programs when using the engine.\r
- \media Graphics and sound resources for the demo applications and\r
- examples.\r
- \source The source code of the Irrlicht Engine. This code is\r
- not needed to develop applications with the engine,\r
- but it is included to enable recompilation and\r
- debugging, if necessary.\r
- \tools Useful tools (with sourcecode) for the engine.\r
-\r
-\r
-\r
-==========================================================================\r
-2. How to start\r
-==========================================================================\r
-\r
- To see the engine in action in Windows, just go to the \bin\Win32-VisualStudio\r
- directory, and start some applications. There should also be an\r
- application named Demo.exe which should show the most\r
- interesting features of Irrlicht.\r
-\r
- To start developing own applications and games with the engine take\r
- a look at the 01.HelloWorld example in the \examples directory.\r
- There is also a .html file with a tutorial which should be\r
- easily comprehensible.\r
-\r
- The Irrlicht Engine is a static lib under linux. A precompiled version can be\r
- generated from the sources using the Makefile in source/Irrlicht. Run 'make' in \r
- that subfolder. After this you should be able to 'make' all\r
- example applications in /examples by calling the buildAllExamples script. You \r
- can run the examples then from the bin folder.\r
-\r
- It is also possible to use Irrlicht as shared object\r
- (libIrrlicht.so.versionNumber). Use the proper makefile target for this by\r
- running 'make sharedlib' in the source folder. See the Makefile for details.\r
-\r
- For OSX you can find an XCode project file in source/Irrlicht/MacOSX. This will\r
- build the libIrrlicht.a library necessary to create the apps.\r
-\r
-==========================================================================\r
-3. Requirements\r
-==========================================================================\r
-\r
- You can use one of the following compilers/IDEs to develop applications\r
- with Irrlicht or recompile the engine. However, other compilers/IDEs may\r
- work as well, we simply didn't test them.\r
-\r
- * gcc 4.x\r
- * Visual Studio 2010(10.0)-2013(12.0)\r
- * Code::Blocks (& gcc or visual studio toolkit)\r
- \r
- If you ever want to (re)compile the engine yourself (which means you don't\r
- want to use the precompiled version) you need the following:\r
-\r
- * Windows:\r
- * Needed: PlatformSDK (which usually comes with all IDEs, download\r
- it separately for MSVC Express 2005)\r
- * Optional: DirectX SDK, for D3D9 support\r
- * Optional: DirectX SDK prior to May 2006, for D3D8 support\r
-\r
- * Linux:\r
- * Needed: XServer with include files\r
- * Optional: OpenGL headers and libraries (libGL.so) for OpenGL support\r
- GLX +\r
- XF86VidMode [package x11proto-xf86vidmode-dev] or XRandr\r
- (X11 support libraries, the latter two for fullscreen mode)\r
-\r
- * OSX:\r
- * Needed: XCode and Cocoa framework\r
- * Needed: OpenGL headers and libraries\r
-\r
-==========================================================================\r
-4. Release Notes\r
-==========================================================================\r
-\r
- Informations about changes in this new version of the engine can be\r
- found in changes.txt.\r
-\r
- Please note that the textures, 3D models and levels are copyright\r
- by their authors and not covered by the Irrlicht engine license.\r
-\r
-==========================================================================\r
-5. License\r
-==========================================================================\r
-\r
- The license of the Irrlicht Engine is based on the zlib/libpng license.\r
- Even though this license does not require you to mention that you are\r
- using the Irrlicht Engine in your product, an acknowledgement\r
- would be highly appreciated.\r
-\r
- Please note that the Irrlicht Engine is based in part on the work of\r
- the Independent JPEG Group, the zlib, and libpng. This means that if you use\r
- the Irrlicht Engine in your product, you must acknowledge somewhere\r
- in your documentation that you've used the IJG code and libpng. It would\r
- also be nice to mention that you use the Irrlicht Engine and the zlib.\r
- See the README files in the jpeglib and the zlib for\r
- further informations.\r
-\r
-\r
- The Irrlicht Engine License\r
- ===========================\r
-\r
- Copyright (C) 2002-2012 Nikolaus Gebhardt\r
-\r
- This software is provided 'as-is', without any express or implied\r
- warranty. In no event will the authors be held liable for any damages\r
- arising from the use of this software.\r
-\r
- Permission is granted to anyone to use this software for any purpose,\r
- including commercial applications, and to alter it and redistribute it\r
- freely, subject to the following restrictions:\r
-\r
- 1. The origin of this software must not be misrepresented; you must not\r
- claim that you wrote the original software. If you use this software\r
- in a product, an acknowledgement in the product documentation would be\r
- appreciated but is not required.\r
- 2. Altered source versions must be clearly marked as such, and must not be\r
- misrepresented as being the original software.\r
- 3. This notice may not be removed or altered from any source distribution.\r
-\r
-\r
-==========================================================================\r
-6. Contact\r
-==========================================================================\r
-\r
- If you have problems, questions or suggestions, please visit the\r
- official homepage of the Irrlicht Engine:\r
-\r
- http://irrlicht.sourceforge.net\r
-\r
- You will find forums, bugtrackers, patches, tutorials, and other stuff\r
- which will help you out.\r
-\r
- If want to contact the team of the engine, please send an email to\r
- Nikolaus Gebhardt:\r
-\r
- irrlicht@users.sourceforge.net\r
-\r
- Please also not that parts of the engine have been written or contributed\r
- by other people. Especially: (There are probably more people, sorry if I forgot one.\r
- See http://irrlicht.sourceforge.net/author.html for more informations)\r
-\r
- Christian Stehno (hybrid) Contribution Coordinator/Developer\r
- Michael Zeilfelder (cutealien) Developer\r
- Patryk Nadrowski (Nadro) Developer \r
- Yoran Bosman (Yoran) Webserver administrator\r
- Gareth Davidson (bitplane) Developer/ Forum admin\r
- Thomas Alten (burningwater) Wrote the burningsvideo software rasterizer\r
- Luke P. Hoschke (luke) Wrote the b3d loader, the new animation system, VBOs and other things\r
- Colin MacDonald (rogerborg) All hands person\r
- Ahmed Hilali (blindside) The shader and advanced effects man\r
- Dean Wadsworth (varmint) OSX port maintainer and game developer\r
- Alvaro F. Celis (afecelis) Lots of work in the community, for example video tutorials about Irrlicht, forum admin\r
- John Goewert (Saigumi) Wrote some tutorials for the Irrlicht Engine and doing admin stuff\r
- Jam Takes care of moderating the forums and keeps them clean from those evil spammers.\r
-\r
- Many others (this list hasn't been updated in a while, but they are often mentioned in changes.txt)\r
- Etienne Petitjean wrote the MacPort of the engine\r
- Mark Jeacocke Wrote lots of helpful comments and ideas in the forums and per email.\r
- Julio Gorgé Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine'\r
- Andy Spurgeon Wrote the Dev-Cpp tutorial.\r
- André Simon Wrote the Codewarrior tutorial.\r
- KnightToFlight Created the unoffical terrain renderer addon for the Irrlicht Engine.\r
- Jon Pry Wrote the code to load compressed TGA files.\r
- Matthew Couch Wrote the tokamak integration tutorial.\r
- Max Winkel Wrote the splitscreen tutorial.\r
- Gorgon Zola Wrote the ODE integration tutorial.\r
- Dean P. Macri Sent in code for curved surfaces and PCX Loading.\r
- Sirshane Made several bug fixes, sent in code for making the mouse cursor invisible in Linux.\r
- Matthias Gall Sent in code for a spline scene node animator and reported lots of bugs.\r
- Mario Gruber Suggested triangle fan drawing and sent in code for this.\r
- Ariaci Spotted out a bug in the ATI driver.\r
- Dr Andros C Bragianos Improved texture mapping in cube scene node.\r
- Philipp Dortmann Sent in code for stencil buffer support for OpenGL.\r
- Jerome Nichols Created the Irrlicht/Ruby interface located at irr.rubyforge.org\r
- Vash TheStampede Sent code for missing Draw2DLine() implementations\r
- MattyBoy XBOX support suggestions\r
- Oliver Klems createImageFromData() method suggestion/implementation\r
- Jox really, really a lot of bug fixes, and the LMTS file loader\r
- Zola Quaternion method additions\r
- Tomasz Nowakowski various bug fixes\r
- Nicholas Bray stencil shadow bug fixes with OpenGL\r
- REAPER mouswheel events for scrollbar\r
- Calimero various bug fixes like vector2d operators\r
- Haddock bugfix in the linked list\r
- G.o.D XML parser fix\r
- Erik Zilli Translated some of the tutorials from my stuttering english into real english. :)\r
- Martin Piskernig Linux bugfixing and testing\r
- Soconne Wrote the original terrain renderer were Irrlichts terrain renderer of Irrlicht is based on it.\r
- Spintz GeoMipMap scene node, terrain renderer of Irrlicht is based on it.\r
- Murphy McCauley OCT file loader, MIM tools\r
- Saurav Mohapatra IrrCSM, and lots of addons, suggestions and bug reports\r
- Zhuck Dimitry My3D Tools\r
- Terry Welsh Allowed me to use the textures of his 'Parallax Mapping with Offset Limiting' paper for the parallax demo of Irrlicht\r
- rt Wrote the original .png loader for Irrlicht\r
- Salvatore Russo Wrote the original .dmf loader for Irrlicht\r
- Vox Various bug reports and fixes\r
- atomice Contributed code for a ms3d loader enhancement\r
- William Finlayson OpenGL RTT, GLSL support and the reflection 2 layer material for OpenGL.\r
- Delight Various code contributions for Irrlicht.NET (particle system, basic shader support and more)\r
- Michael Zoech Improved GLSL support\r
- Jean-loup Gailly, Mark Adler Created the zlib and libpng\r
- Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others Created libpng\r
- The Independent JPEG Group Created JPEG lib\r
- Dr Brian Gladman AES Created aesGladman\r
- \r